This queue is ridiculous, it happens every goddamn test. Can't wargaming just put up ONE more [edited]server, or increase pop caps? [edited]insane. I've been stuck at 15876 in the queue for over an hour...what the hell guys.

Extended the functionality and support of the sound modes (source project with structures, remapping possibility, documentation, compilation of an unlimited number of sounds, etc.)

Implemented the following changes to the interface elements:

Battle Performance Badges:

Implemented display of two and more badges for identical battle events. For example, when causing damage to two enemy vehicles with a single shot (or causing damage with shots to two different vehicles within a very short time), the system will display two different badges, instead of a single badge that shows the total damage amount and the vehicle name

If an enemy vehicle is destroyed, players do not need to see a badge with the number of damaged modules in the destroyed vehicle (displayed after the Destroyed badge). In this case, the Critical Hit badge will be disabled

Added the new "Wrecked" badge (when causing damage to enemy vehicles using the terrain). Such events appear separately in the detailed damage panel. The badge will be added to the settings so that players can configure its display

New option that enables/disables the dynamic fire indicator (indicator width changes depending on the amount of received/blocked damage). By default, the option is disabled: fire direction indicators have the same width

Changed indicator timings and added the animation

Added additional information into the settings, which explains the principles of some feedback options

Damage or critical hits received from allies appear in the performance badge and detailed damage panel. The performance badge color and values of the detailed damage panel will be the same for both damage received from an enemy and damage received from an ally (red color for received damage, orange color for a critical hit)

Added the shell type into the detailed damage panel. Premium shells appear in gold. The indication of premium shells will be permanent. The battle performance badges and fire direction indicators will not display the shell type. The shell type is displayed only in entries of the detailed damage panel for damage received, critical hit received and damage blocked by armor

Made changes to the options of the detailed damage panel:

Added the option of displaying the detailed damage panel: received damage, critical hits, and damage blocked by armor

Added the option that changes the location of the detailed damage panel: received damage, critical hits, and damage blocked by armor can be displayed to the right of the allied team section

Improved fonts of all performance badges and damage panel

Improved fonts and backgrounds for values of the detailed damage panel

Improved texts in the damage panel settings window

When all total values of the detailed damage panel are disabled, the detailed damage panel can be displayed (in updates 9.16 and 9.17, when disabling all three total values, the detailed damage panel was forcedly concealed)

For quick-firing guns, the battle performance badges and entries in the detailed damage panel will display the total value of the shot series

Changes to Strongholds mode

Battle for Strongholds sub-mode is replaced with a new one, named Advances, still a series of battles in the tug-of-war format with three defense lines, but with a number of distinctive features:

Strongholds cannot be pillaged anymore: in case of a defeat, the Clan will not lose anything. The winner's earnings depend directly on the level of their Stronghold

Strongholds don't need defending every day. Battles are not mandatory

Battles start at a particular time; the opponent is selected automatically from the queue

The disabled pillages and the mandatory Stronghold defense significantly changed Strongholds' economy. The War Department, which is currently used by top Clans that earned their reputation in battles, would be available to a large number of Clans, which would result in imbalance of the game economy in general

To compensate for the advantages of the War Department, the War Games competition system is introduced, where clans that participate in Skirmishes and Advances will be able to compete for top positions in several categories. The winners will be rewarded with Gold, special reserves, and other awards

Important: "War Games" starts after the release of Update 9.17.1.
The battle room (in both Skirmishes and Advances) can be unlocked for legionaries who will be able to join your detachment (in both Team Training and Tank Company Battles). The list of unlocked battle rooms will be available in the special interface

Extended the list of female and male first and last names for several nations

Minimaps

Reworked visuals of the following minimaps:

Training area

Overlord

Empire's Border

Sacred Valley

Stalingrad

Fiery Salient

Vehicles

Changes to the German Tech Tree

Added the VK 100.01 (P) to tier VIII. The vehicle can be researched after the Tiger (P)

Added the Mäuschen to tier IX. The vehicle can be researched after the VK 100.01 (P)

Transferred Maus to a new heavy tank branch: researched after the VK 100.01 (P) and Mäuschen. All experience earned in the VK 45.02 (P) Ausf. B remains and is not transferred anywhere

Added the Pz.Kpfw. VII at tier X. The vehicle is researched after the VK 45.02 (P) Ausf. B

Reworked the following vehicle in HD quality:

E 50

VK 45.02A

T-15

Indien-Panzer

AMX 38

Hotchkiss H35

Renault FT

ARL V39

Type 4 Chi-To

Type 64

WZ-111 (model 1-4)

59-16

TOG II*

AT 2

AT 7

T14

Т21

A-32

Object 140

Object 268

Object 263

Object 907

Changed technical characteristics of the following vehicles

Centurion Mk. I

Changed the reloading time of OQF 20-pdr Gun Type A Barrel for the second turret from 8s to 7.5s

Changed the top speed from 40km/h to 50km/h

Centurion Mk. 7/1

Changed the reloading time of the 105mm Royal Ordnance L7A1 gun for the second turret from 12s to 11.2s

Changed the top speed from 40km/h to 50km/h

FV4202

Changed the top speed from 40km/h to 50km/h

Panther

Changed the reloading time of the 7.5cm Kw.K. L/100 gun for the second turret from 4.4s to 4s

Changed the reloading time of the 7.5cm Kw.K. L/100 gun for the second turret is changed from 4.6s to 4.2s

Tiger I

Changed penetration of the Pzgr 40 shell for the 8.8cm Kw.K. 36 L/56 gun from 171mm to 194mm

Increased armor of mantlets for all guns of the second turret

Tiger (P)

Increased armor of mantlets for all guns of both turrets

Krupp-Steyr Waffenträger

Changed the engine power of 12 cylinder Boxer-Motor from 140 h.p. to 220 h.p.

Grille 15

Changed the reloading time for the 15cm Pak L/63 gun from 16.5s to 18s

914 players on CT2 are stuck in the matchmaker, i am one of these people. i had made plans to meet up with some friends on EU and stream gameplay of the new changes. now my plans have been cut for today (or whenever the CT2 server has a restart) FeelsBadMan

Got into the server finally immediately threw me into matchmaking forever. Just closed out the game again. I'll try to get on test server again in a few days I guess maybe they'll have everything sorted out by then.

What would be awesome is to be able to pick where you spawn on a given map. I see you have finally fixed the platoon members spawning no where near each other. What I find on Encounter and Assault modes is I have spawned on the wrong side I want to be on or I am on the other end of the spawn circle and have to travel across it to begin to travel in the direction I want. Being able to pick where I spawn on a map would be great!